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{{Template:Industry_Links}}
 
{{Template:Industry_Links}}
'''Invention''' is the means by which you produce [[blueprint]] copies for [[Techs, Tiers and Meta levels|Tech 2 items and ships]] in EVE, which can then be sold on the market, or (more popularly) be used to manufacture those items for sale or personal use in the game.
+
'''Research''' is the process of improving an [[Blueprint|Original Blueprint (BPO)]]. Two types of research are performed: ''Material Efficiency'' research and ''Time Efficiency'' research, also known as ME and TE. Material Efficiency research decrease the amount of materials required for the production of the blueprint, whilst Time Efficiency research decrease the production time of the item produced.  
  
A player using the invention process takes a blueprint copy (BPC) for a Tech 1 item, adds certain specialized equipment, and attempts to create a BPC for a corresponding Tech 2 item.  Although it sounds simple, invention can be very expensive and difficult to do successfully.
+
Research may also involve blueprint copying, which produces Blueprint Copies (BPC). As the blueprint is researched and copied, the ME and TE levels of the original blueprint will be transferred onto the blueprint copy.
  
The (hopefully) created BPC will have a single run on a ship BPC, and 10 runs on everything else. It will have ME -2% and TE -4%. These values are regardless of those on the input T1 BPC. The Runs, ME and TE levels on the created BPC can be adjusted using decryptors (see optional items below).
 
  
For a quick history of Tech II manufacturing, see the section at the bottom of this page.
+
== Research Skills ==
  
 +
None of these skills are actually ''required'' for any research. However, they will all make your BPO operations far easier and quicker, and are very worthwhile training if you intend to do a lot of research.
  
== Skills Required ==
+
* {{sk|Science|mult=yes}} - reduces time required to copy a BPO by 5% per level
 +
: ''Science'' is the basic skill in the Science section of the character skills. You don't need this skill to perform blueprint copying. This skill will reduce the time required for blueprint copying by 25% at maximum level. This skill is also the prerequisite for almost all the other skills in the science section.
  
You need to train several different types of skills in order to perform the invention process:
+
* {{sk|Advanced Industry|mult=yes}} - reduces all manufacturing and research times by 3% per level
* Basic Science and Engineering skills - Almost all of the invention processes require the following skills:
+
: You don't need this skill to perform manufacturing or research. This skill will reduce the time required for manufacturing and research by 15% at maximum level. Requires {{sk|Industry|III}}.
** {{sk|Mechanics|mult=yes}} V
 
** {{sk|Power Grid Management|mult=yes}} V
 
** {{sk|CPU Management|mult=yes}} V
 
  
* There are four racial and one Sleeper encryption methods skills. Each T2 item is associated with one of racial encryption methods, while Sleeper one is required for inventing [[Tech_3_Production|T3]] hulls and subsystems.
+
* {{sk|Research|mult=yes}} - reduces time required for Time Efficiency research, by 5% per level
** {{sk|Amarr Encryption Methods|mult=yes}}
+
: You don't need this skill to perform time efficiency research. This skill will reduce the time required for TE research by 25% at maximum level. Requires {{sk|Science|III}}.
** {{sk|Caldari Encryption Methods|mult=yes}}
 
** {{sk|Gallente Encryption Methods|mult=yes}}
 
** {{sk|Minmatar Encryption Methods|mult=yes}}
 
** {{sk|Sleeper Encryption Methods|mult=yes}}
 
  
*Each item also has two advanced science skills associated with it. The advanced science skills are:
+
* {{sk|Metallurgy|mult=yes}} - reduces time required for Material Efficiency research, by 5% per level
** {{sk|Amarr Starship Engineering|mult=yes}}
+
: You don't need this skill to perform material efficiency research. This skill will reduce the time required for ME research by 25% at maximum level. Requires {{sk|Science|IV}}.
** {{sk|Caldari Starship Engineering|mult=yes}}
 
** {{sk|Gallente Starship Engineering|mult=yes}}
 
** {{sk|Minmatar Starship Engineering|mult=yes}}
 
** {{sk|Electromagnetic Physics|mult=yes}}
 
** {{sk|Electronic Engineering|mult=yes}}
 
** {{sk|Graviton Physics|mult=yes}}
 
** {{sk|High Energy Physics|mult=yes}}
 
** {{sk|Hydromagnetic Physics|mult=yes}}
 
** {{sk|Laser Physics|mult=yes}}
 
** {{sk|Mechanical Engineering|mult=yes}}
 
** {{sk|Molecular Engineering|mult=yes}}
 
** {{sk|Nanite Engineering|mult=yes}}
 
** [[File:Invention info.png|right]]{{sk|Nuclear Physics|mult=yes}}
 
** {{sk|Plasma Physics|mult=yes}}
 
** {{sk|Quantum Physics|mult=yes}}
 
** {{sk|Rocket Science|mult=yes}}
 
  
An inventor must have the proper encryption method skill and the two science skills trained, as required for each item, in order to start an Invention job. Higher skill levels of the encryption methods and science skills lead to a better chance of invention. In order to see which skills are required, look in the Invention tab in a blueprint for any Tech I item.
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* {{sk|Laboratory Operation|mult=yes}} - allows you to perform one additional research or copying job per level
 +
: Every character starts off with the ability to run a single research or copying job without needing to train this skill. Laboratory Operation gives you an extra research/copying slot for each level trained: if you train it to V, you can run 6 research or copying jobs at once. Requires {{sk|Science|III}}.
  
For example, this Inferno Rocket Blueprint (see right) requires:
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* {{sk|Advanced Laboratory Operation|mult=yes}} - allows you to perform a further additional research or copying job per level
* Rocket Science I
+
: Once you have trained Laboratory Operation to V, you can then train this skill to increase still further the number of concurrent research or copying jobs you can perform to a maximum of 11 jobs.
** Mechanics V
 
** Science V
 
* Electronic Engineering I
 
** Science V
 
** CPU Management V
 
* Caldari Encryption Methods I
 
** Hacking II
 
*** Electronics Upgrades III
 
**** CPU Management II
 
**** Power Grid Management II
 
*** Science III
 
  
You should train the encryption method skills to at least level 3, and the science skills at least to level 4, to have a good chance of invention success.
+
* {{sk|Scientific Networking|mult=yes}} - allows you to start research jobs at range, without needing to be in the same system of the BPO/facility.
 +
: Requires {{sk|Laboratory Operation|IV}}. Without training this skill, you can start jobs anywhere in the current system. Each level in this skill gives you the ability to start research jobs an extra 5 jumps away to the maximum of 25 jumps at level V (this may include other regions).
  
=== Other Related Skills ===
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===Other Helpful Skills===
  
{{sk|Laboratory Operation}} and {{sk|Advanced Laboratory Operation}} will govern how many concurrent science jobs you can perform. {{sk|Scientific Networking}} will govern from how many jumps away you can start science jobs.
+
* {{sk|Cybernetics|mult=yes}} - allows the use of implants.
 +
: Certain skill hardwirings - the Zainou 'Beancounter' range of implants - that boost research & copying speeds are available, for which Cybernetics is required. A dedicated researching character would benefit greatly from one or more of these implants.
 +
* {{sk|Industry|mult=yes}} and {{sk|Mass Production|mult=yes}} - faster manufacturing and multiple manufacturing lines.
 +
: If your researching character also builds items from the BPOs (or BPCs) then do not neglect the [[manufacturing]] skills.
  
{{note box|Worth mentioning here, but completely useless to invention, are four further Science skills that are '''not''' used at all in invention. These are:
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==Material Efficiency Research==
* {{sk|Sleeper Technology|mult=yes}}
 
* {{sk|Takmahl Technology|mult=yes}}
 
* {{sk|Talocan Technology|mult=yes}}
 
* {{sk|Yan Jung Technology|mult=yes}}
 
They are used exclusively in the manufacture of storyline modules, which are obtainable as BPCs from [[COSMOS|COSMOS missions]]. Note that the Sleeper Technology skill, despite its name, is not used for T3 production - you want {{sk|Sleeper Encryption Methods|mult=yes}} for T3 production.}}
 
  
== Items required ==
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Material Efficiency (henceforth known as ME) research reduces the amount of materials required to manufacture the item from the BPO. It can clearly be seen that the fewer materials you require to build an item, the more profitable selling your item is likely to be. New BPOs bought from the market will have an ME of 0%, but you can often find BPO sellers in contracts or on the [http://forums.eveonline.com/default.aspx?g=topics&f=278 Sell Orders] forum, that will sell you pre-researched BPOs (or BPCs) for your manufacturing business.
  
There are 3 mandatory items and 1 optional item needed for invention. To find out which items are required, look in the Invention tab in a blueprint for any Tech I item, or load the blueprint into the Industry window and choose Invention.
+
The current ME level of a blueprint can be seen by looking at the info on a blueprint, or by opening the Industry window and browsing your blueprints. Each time you perform ME research on a BPO, it will reduces the materials required by -1%. You can do ME research 10 times in total, for a total reduction of -10% on the materials required.
  
=== Mandatory Items ===
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Materials will always round up to the next whole number, so you will never need 23.75 units of tritanium to build a module, for example, or you will never need 0.75 [[Atron]]s to build an [[Ares]].
# Blueprint copy
 
#* You must have a T1 [[blueprint]] copy (BPC) of the T2 item you wish to create. Whether the invention job is successful or not, this BPC will be returned to you with one fewer runs remaining on it. If it only has one run remaining, it will be consumed.
 
#* The ME, TE and Runs Remaining on the input BPC are irrelevant.
 
#* Not all items have T2 versions. To check this, open the Information window for a T1 item and look at the "Variations" tab. If a T2 version is shown there, then a T1 BPC for that item can be used to create a T2 BPC.
 
# Datacores
 
#* Each invention job will require two types of datacores. The number of datacores needed depends on the size of the object created. Small modules only require one datacore of each type while battleships require 32 of each type.  
 
#* Datacores are primarily obtained through [[Factional Warfare]] loyalty point stores. They can also be 'farmed' from Research agents, although much less effectively, whilst some datacores can be found in exploration sites. However obtained, they tend to end up on the market, in the Manufacture & Research > Research Equipment > Datacores tab.
 
#* Whether the invention job is successful or not, these datacores will be consumed.
 
  
=== Optional Item  ===
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It is important to note that material rounding happens ''after'' you have multiplied by the number of runs. Here's an example, the Scourge Rocket BPO. You can see that at 0% ME, the Scourge rocket requires 31 Tritanium and 26 Pyerite to build. If you researched it to 2% ME, it would require 30.38 Tritanium and 25.48 Pyerite. Because minerals round up, if you only did a single run to build a single batch of rockets, the amount of materials required would not actually change. 
[[File:Selecting a decryptor.png|right|500px|thumb|Selecting a decryptor]]
 
# Decryptors (recommended for big expensive invention jobs, like T2 ships)
 
#* Decryptors are an optional item that can be added to the invention process. Decryptors affect the invention chance of the process as well as the material efficiency, time efficiency, and number of runs of the created T2 BPC. Decryptors will be consumed during the Invention process, successful or not.
 
#* Add the values from the decryptor to the base values to calculate the final outcome of the T2 BPC.
 
#* Excellent guide to decryptors: [http://eve-prosper.blogspot.com/2013/07/everything-you-never-wanted-to-know.html http://eve-prosper.blogspot.com/2013/07/everything-you-never-wanted-to-know.html] NOTE: pre-Crius guide, use with caution
 
#* The different types of decryptors are:
 
#** Accelerant Decryptor
 
#** Attainment Decryptor
 
#** Augmentation Decryptor
 
#** Parity Decryptor
 
#** Process Decryptor
 
#** Symmetry Decryptor
 
#** Optimized Attainment Decryptor
 
#** Optimized Augmentation Decryptor
 
  
 +
[[File:Mineral rounding 1.png]]
  
{| class="wikitable" style="text-align:center;"
+
However, if you did 100 runs to build 100 batches of rockets, because material rounding occurs ''after'' you multiply by the number of runs, you would need 3038 Tritanium and 2548 Pyerite to build 100 rocket batches. In this way, even researching to -1% or -2% ME can be worthwhile if you intend to mass produce items. 
|+ style="text-align:left; font-size:110%"| Decryptor Stats
+
 
 +
[[File:Mineral rounding 2.png]]
 +
 
 +
However, no required materials can be reduced to less than one. If your 0% ME blueprint requires 1 unit of a material to build, even ME -10% will not reduce that amount of material at all.
 +
 
 +
{{note box|''EXCEPTION: certain input materials, most particularly ships and drones, are fixed. Most T2 ships and drones are constructed using a T1 version of the hull/drone; for example you will always need 10 [[Rifter]]s to build 10 [[Jaguar]]s, never 9, even if your Jaguar blueprint is fully researched.''}}
 +
 
 +
 
 +
==Time Efficiency Research==
 +
 
 +
Time Efficiency (henceforth known as TE) research reduces the amount of time required to manufacture the item from the BPO. It can be seen that the faster you can build an item, and thus re-use your production slots for more items, the more profitable your business is likely to be. New BPOs bought from the market will have a TE of 0%, but you can often find BPO sellers in contracts or on the [http://forums.eveonline.com/default.aspx?g=topics&f=278 Sell Orders] forum, that will sell you pre-researched BPOs (or BPCs) for your manufacturing business.
 +
 
 +
The current TE level of a blueprint can be seen by looking at the info on a blueprint, or by opening the Industry window and browsing your blueprints. Each time you perform TE research on a BPO, it will reduces the time required by 2%. You can do TE research 10 times in total, for a total reduction of -20% on manufacturing time required.
 +
 
 +
 
 +
[[File:Research-info2.png|left]]{{example|This BPO for a '''Nuclear S''' shell - small projectile ammunition - has been researched twice for Material Efficiency, for a -2% material requirement; and five times for Time Efficiency, for a -10% time requirement.}}
 +
{{clear}}
 +
 
 +
 
 +
==How long does research take?==
 +
 
 +
ME and TE research both take the same time to perform. The base time for the first level of research can be seen in the information of a BPO.
 +
 
 +
[[File:Research-info.png]]
 +
 
 +
This is the time required to go from either ME or TE 0%, to -1% ME or -2% TE, which is one level of research. In this case, of the [[Archon]] capital ship, the first research level takes 5 hours 50 minutes (which would be reduced by your skills and/or POS facility bonus). Each further level of ME or TE takes exponentially longer to perform than the previous level.
 +
 
 +
{{note box|ME and TE levels and research duration are counted separately. }}
 +
 
 +
All BPOs have a Rank (not visible in-game) which determines how long they take to research.  T1 ammunition is Rank 1, and the duration for each level of research is shown here (before bonuses from skills or facilities):
 +
 
 +
{| class="wikitable"
 
|-
 
|-
! width="170px" | Decryptor
+
! Research Level !! Seconds !! Approximate Time
! width="90px" | Probability Multiplier (% from 100%)
 
! width="50px" | Runs
 
! width="70px" | Material Efficiency Modifier
 
! width="70px" | Time Efficiency Modifier
 
 
|-
 
|-
| Accelerant
+
| 1 || 105 || 1m 45s
| +20
 
| +1
 
| +2
 
| +10
 
 
|-
 
|-
| Attainment
+
| 2 || 250 || 4m
| +80
 
| +4
 
| -1
 
| +4
 
 
|-
 
|-
| Augmentation
+
| 3 || 595 || 10m
| -40
 
| +9
 
| -1
 
| -2
 
 
|-
 
|-
| Optimized Attainment
+
| 4 || 1,414 || 24m
| +90
 
| +2
 
| +1
 
| -2
 
 
|-
 
|-
| Optimized Augmentation
+
| 5 || 3,360 || 56m
| -10
 
| +7
 
| +2
 
| 0
 
 
|-
 
|-
| Parity
+
| 6 || 8,000 || 2hr
| +50
 
| +3
 
| +1
 
| -2
 
 
|-
 
|-
| Process
+
| 7 || 19,000 || 5hr
| +10
 
| 0
 
| +3
 
| +6
 
 
|-
 
|-
| Symmetry
+
| 8 || 45,255 || 12hr
| 0
 
| +2
 
| -1
 
| +8
 
 
|-
 
|-
 +
| 9 || 107,700 || 1 day
 +
|-
 +
| 10 || 256,000 || 3 days
 
|}
 
|}
  
== The invention process ==
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{{note box|A Research Laboratory can be anchored in a POS, and gives a 30% reduction to both TE and ME research times. The Hyasyoda Research Laboratory, a faction variant, gives 35% time reductions. Researching in a POS represents a very significant time saver.}}
 
 
Gather your BPC, all mandatory items and any optional items you desire to use in a station, citadel, or engineering complex with invention facilities. Engineering complexes provide significant innate reductions (from 15% to 30% depending on complex size) to job duration and installation cost, and further reductions in time and cost are possible if the complex owner has installed the appropriate rigs.
 
 
 
Select the relevant BPC in the Industry window, and choose Invention on the activity list. The resulting window will tell you your invention chance, taking into account your skills and any selected optional items.
 
 
 
The optional items can be selected using the boxes on the left hand side of the Industry UI. All possible items will be listed, but items not available for use (i.e. not found in the input material location) will be faded out.  You can use the decryptor selection box to look at how each different decryptor affects invention chance and outcome.
 
 
 
Be sure to select the correct Outcome, because some T1 BPCs can invent more than one T2 item (for example, a Scourge Rocket BPC invents both the Scourge Rage Rocket and Scourge Javelin Rocket BPCs, two different types of T2 rocket ammunition).
 
 
 
[[File:Invention ui.png|800px]]
 
  
Once the job is complete and delivered, you do not receive any explicit notification if your job was successful.  The only indication of success is that the 'Outcome' box in the Industry window actually contains your T2 BPC and an animated blue highlight - you will be able to find your new T2 BPO in the list of blueprints.
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Carriers and Dreadnought BPOs are rank 200, giving them a time to research to ME or TE -1% of: ''105 seconds'' x ''rank 200'' = ''21,000 seconds'', or 5hr 50m. In general, the bigger or more expensive a thing is, the higher rank its BPO is, and the longer it takes to research.  The example below is of a carrier, modified by skills and the bonus from a POS-based research laboratory.
  
[[File:Job success.png|right]]If your invention failed however, the 'Outcome' box in the industry window will tint red, with an animated red bar across, and display a large '''<big>{{co|red|Job failed}}</big>''' text in red.
+
[[File:Research time.png]]
  
You can also see a summary of the success or failure of each job in the job listing after delivery.
+
==Copying==
  
Either way, your datacores and optional decryptor will be consumed, and your BPC will be returned with one fewer run on it (unless it only had 1 run remaining).
+
Copying a blueprint original produces a number of a blueprint copies with a specific number of runs. For example, in the image below we have chosen a [[Blackbird]] BPO, requested 5 runs, and each resulting copy would have 10 runs.  The final output would produce 5 BPCs with 10 runs each, from which you could build 50 total Blackbirds.
  
=== T2 BPCs ===
+
[[File:Copying.png]]
  
Tech 2 blueprint copies have 10 runs, +2% ME and +4% TE, unless modified by a decryptor. T2 BPCs for ships and rigs have 1 run (again unless modified by a decryptor). The only activity you can do with a T2 BPC is to manufacture it, you cannot research or copy it.
+
Once you have used up all the runs on a BPC, it is destroyed (you simply won't get it back after the last manufacturing run). You cannot research BPCs, so make sure your BPO is researched to the ME and TE levels you require before you copy it.
  
== Maximizing invention success ==
+
Different BPCs have a different maximum number of runs you can set. Ship BPCs for example can only be given 10 runs, whereas most modules and ammunition can have up to 600 runs.  You can see the maximum runs per copy in the information of a BPO
  
The chance for a successful invention is calculated by this formula:  
+
[[File:Copy-info.png]]
  
[[File:Invention_Equation_(Phoebe).png]]
+
=== How long does copying take? ===
  
Base Chance:
+
As well as the maximum runs per copy, you can also see the base copy time - a.k.a. time per run - in the information of a BPO.
* All modules, rigs, ammo and all intact Ancient Relics have a base chance of 34%
 
* All Frigates, Destroyers and all malfunctioning Ancient Relics have a base chance of 30%
 
* Cruisers, Battlecruisers, Mining Barges, Industrials have a base chance of 26%
 
* All Battleships and all wrecked Ancient Relics have a base chance of 22%
 
* Freighters have a base chance of 18%
 
  
It's not difficult to get a good chance of success for modules, but progressively more difficult for ships as their size increases. This is why investing in some decryptors is a good idea for Tech II ship invention jobs.
+
Copying of a BPO always takes 80% of the build time, on a per run basis.  Note that this is before applying bonuses for skills and POS facilities  - because manufacturing and copying have different skills & facilities (and [[teams]]) affecting their duration, your personal copy time may not be exactly 80% of your personal build time. Copy time is also NOT affected by the level of TE on the BPO. For example, small ammunition and drones, and basic modules, typically take 5 minutes to build, and thus will take 4 minutes to copy.
  
Here's a very basic invention chance calculator created in Google Sheets - [http://www.eveuni.org/invention http://www.eveuni.org/invention].
+
This base copy time is then multiplied by the number of runs and the runs per copy value.  Or, in other words, the total duration of your copy job is the base copy time, times the number of items you could build with the output copies. For example, whether you want five 10-run copies or ten 5-run copies, the total copy time would be 50 times the base copy time.
* Let's say we are inventing from the Inferno Rocket Blueprint in the earlier image - so select ''Modules, drones, rigs, ammo, intact Ancient Relics'' in the first box.
 
* Select 4 for each of the two science skill levels - for the Inferno Rocket, that would be Electronic Engineering and Rocket Science
 
* Select 3 for the level of your encryption skill - a moderate level of proficiency
 
* Select none for the decryptor
 
The probability of success is 45.6%, exactly what we see in-game. You can find a much fancier success chance here [http://games.chruker.dk/eve_online/invention_chance.php http://games.chruker.dk/eve_online/invention_chance.php], and another chance & profit calculator here: [http://eve-industry.org http://eve-industry.org].
 
  
You can experiment with different skill levels and decryptors to see how the probability changes. Use this to determine the levels of skills you wish to train, and whether you want to invest in decryptors. Remember that decryptors also affect max runs, ME and TE of the final BPC, not just the chance of success.
+
{{note box|A Design Laboratory can be anchored in a POS, and gives a 40% reduction to copy times. Copying in a POS represents a very significant time saver.}}
  
Note that the following factors have '''n'''o impact on the probability of invention success, nor the quality or number of runs on the output BPC:
+
=== Why should I copy my BPOs? ===
* ME, TE or number of Runs on the BPC
 
* How attractive, charming or brilliant you are  :-)
 
  
===Helpful guidelines===
+
# Security
 +
#* Well-researched BPOs take a lot of time to produce, especially for the bigger ships such as capitals. Putting your BPO in a [[POS]] - for a facility reduction in materials and time - makes it vulnerable to attack.  For this reason you can first copy the BPO, and then take only the BPC out to the POS for manufacturing, leaving your BPOs safely in station.
 +
#* In-corp security can also be increased using BPCs. If you don't trust your corp mates with your BPOs, you can instead keep a personal copy line running and release frequent BPCs for corp usage.
 +
# [[Invention]]
 +
#* Creating a Tech 2 BPC can only be done using a Tech 1 BPC - not a BPO. This process is called invention, and requires a T1 BPC of the item you wish to invent (for example, if you want to invent a 425mm Autocannon II, you need a BPC for a 425 Autocannon I).
 +
# Multiple manufacturing jobs
 +
#* You can only run a single manufacturing job at a time from a BPO. Using the BPO to create multiple BPCs, and then manufacturing from those BPCs instead, can increase your productivity.
 +
# Copying as a business
 +
#* Selling well-researched BPCs, for other manufacturers to build from, can be a lucrative business in itself.
  
* Science skills each improve the chance of success by more than the encryption skill, so since all are 5x rank skills, you should train science skills up first. A decent option is to initially train encryption to 3 and science skills to 4. Eventually you should consider training encryption to 4 and the science skills to level 5 - especially the ones for ships - if you are going to be producing significant amounts of certain items.
 
* Decryptors can virtually guarantee success, but can also be very expensive: in general, use the expensive ones only for big items like Tech II ships.
 
* 'Symmetry' and 'Augmentation' type decryptors are often cheap, and add +2 or +9 (the latter at the cost of a lower invention chance) runs to the resulting BPC, so they can be very worthwhile (especially for ships and rigs, which only give 1-run BPCs by default) in driving down invention costs per manufacturing run, as well as increasing T2 manufacturing throughput by loosening the invention bottleneck.
 
* To maximize profits from invention, you need to minimize your investment costs.  This means using buy orders to purchase invention items in the market: datacores & decryptors.  You'll also want to shop around to different systems to find the most affordable blueprint copying and invention facilities.
 
* As you gain more experience in invention, you can experiment with different investments in your mix of skills and decryptors.  If you are going to be a serious producer of Tech II items, you will eventually want to establish, or secure access to, an engineering complex - with significant time saving bonuses - for copying and invention jobs.
 
  
=== Useful links ===
 
Here are some more links (caution: may be out of date since recent invention changes from CCP, especially the success chance calculators):
 
* [http://www.eve-cost.eu/invention http://www.eve-cost.eu/invention]
 
* Another helpful tool for analyzing the potential value of invention jobs is Eve-MEEP: http://sites.google.com/site/evemeep/
 
  
== In Ye Olde Days... ==
+
{{note box|The previous version of this page, covering pre-Crius research, can be found [[Pre-Crius_Research|here]].}}
{{expansion past|
+
[[Category:Industry]]
* Once upon a time, CCP decided that Tech II items and ships would be a cool thing to offer to EVE players. 
 
* This, however, presented a problem.  To maintain balance, T2 items had to be more expensive and harder to get than T1 items, since they represent a significant improvement in performance. They couldn't simply seed T2 BPOs in stations, as T1 BPOs are provided, or else no one would ever make T1 items anymore.  And so, in their infinite wisdom, CCP created the T2 BPO lottery, where a limited number of T2 blueprint originals were awarded to players, based on the number of research datacores they owned.  This happened with the Castor expansion in 2003.
 
* This solution, naturally, presented some new problems. The production of T2 items was reserved to a relatively small number of experienced EVE players who were lucky enough to get one of the BPOs.  This allowed them to control the prices completely, making T2 items dreadfully expensive.  Also, there were rumors abound that CCP was rigging the lottery to favor certain players or corporations, making it unfair. 
 
*So, in their now smarter infinite wisdom, CCP developed the invention process with the Revelations expansion in 2006, which allows any EVE player to produce T2 blueprint copies, after a significant investment in skills, materials, and equipment.  The invention process produces limited-run T2 BPCs, but with a chance of failure, thus making T2 item production more difficult, but still attractive enough to warrant investment by players.  Since BPCs produce limited runs of items, unlike BPOs, the invention process also keeps T2 item production at a much more intensive but more limited level than T1 production.
 
* T2 BPOs still exist in EVE, and are highly prized and hideously expensive.  Their owners have gotten very rich in the game, and they guard their use very diligently.  Many have speculated - and CCP has actually suggested - that T2 BPOs may one day be discontinued. If this ever happens, not only will it make a lot of people very angry, and a lot of other people very happy, but the invention process will be the sole source of advanced tech items in the game.|width=100%}}
 

Revision as of 14:05, 13 October 2018

Research is the process of improving an Original Blueprint (BPO). Two types of research are performed: Material Efficiency research and Time Efficiency research, also known as ME and TE. Material Efficiency research decrease the amount of materials required for the production of the blueprint, whilst Time Efficiency research decrease the production time of the item produced.

Research may also involve blueprint copying, which produces Blueprint Copies (BPC). As the blueprint is researched and copied, the ME and TE levels of the original blueprint will be transferred onto the blueprint copy.


Research Skills

None of these skills are actually required for any research. However, they will all make your BPO operations far easier and quicker, and are very worthwhile training if you intend to do a lot of research.

  • Science (1x) - reduces time required to copy a BPO by 5% per level
Science is the basic skill in the Science section of the character skills. You don't need this skill to perform blueprint copying. This skill will reduce the time required for blueprint copying by 25% at maximum level. This skill is also the prerequisite for almost all the other skills in the science section.
  • Advanced Industry (3x) - reduces all manufacturing and research times by 3% per level
You don't need this skill to perform manufacturing or research. This skill will reduce the time required for manufacturing and research by 15% at maximum level. Requires Industry III.
  • Research (1x) - reduces time required for Time Efficiency research, by 5% per level
You don't need this skill to perform time efficiency research. This skill will reduce the time required for TE research by 25% at maximum level. Requires Science III.
  • Metallurgy (3x) - reduces time required for Material Efficiency research, by 5% per level
You don't need this skill to perform material efficiency research. This skill will reduce the time required for ME research by 25% at maximum level. Requires Science IV.
Every character starts off with the ability to run a single research or copying job without needing to train this skill. Laboratory Operation gives you an extra research/copying slot for each level trained: if you train it to V, you can run 6 research or copying jobs at once. Requires Science III.
Once you have trained Laboratory Operation to V, you can then train this skill to increase still further the number of concurrent research or copying jobs you can perform to a maximum of 11 jobs.
  • Scientific Networking (3x) - allows you to start research jobs at range, without needing to be in the same system of the BPO/facility.
Requires Laboratory Operation IV. Without training this skill, you can start jobs anywhere in the current system. Each level in this skill gives you the ability to start research jobs an extra 5 jumps away to the maximum of 25 jumps at level V (this may include other regions).

Other Helpful Skills

Certain skill hardwirings - the Zainou 'Beancounter' range of implants - that boost research & copying speeds are available, for which Cybernetics is required. A dedicated researching character would benefit greatly from one or more of these implants.
If your researching character also builds items from the BPOs (or BPCs) then do not neglect the manufacturing skills.

Material Efficiency Research

Material Efficiency (henceforth known as ME) research reduces the amount of materials required to manufacture the item from the BPO. It can clearly be seen that the fewer materials you require to build an item, the more profitable selling your item is likely to be. New BPOs bought from the market will have an ME of 0%, but you can often find BPO sellers in contracts or on the Sell Orders forum, that will sell you pre-researched BPOs (or BPCs) for your manufacturing business.

The current ME level of a blueprint can be seen by looking at the info on a blueprint, or by opening the Industry window and browsing your blueprints. Each time you perform ME research on a BPO, it will reduces the materials required by -1%. You can do ME research 10 times in total, for a total reduction of -10% on the materials required.

Materials will always round up to the next whole number, so you will never need 23.75 units of tritanium to build a module, for example, or you will never need 0.75 Atrons to build an Ares.

It is important to note that material rounding happens after you have multiplied by the number of runs. Here's an example, the Scourge Rocket BPO. You can see that at 0% ME, the Scourge rocket requires 31 Tritanium and 26 Pyerite to build. If you researched it to 2% ME, it would require 30.38 Tritanium and 25.48 Pyerite. Because minerals round up, if you only did a single run to build a single batch of rockets, the amount of materials required would not actually change.

Mineral rounding 1.png

However, if you did 100 runs to build 100 batches of rockets, because material rounding occurs after you multiply by the number of runs, you would need 3038 Tritanium and 2548 Pyerite to build 100 rocket batches. In this way, even researching to -1% or -2% ME can be worthwhile if you intend to mass produce items.

Mineral rounding 2.png

However, no required materials can be reduced to less than one. If your 0% ME blueprint requires 1 unit of a material to build, even ME -10% will not reduce that amount of material at all.

EXCEPTION: certain input materials, most particularly ships and drones, are fixed. Most T2 ships and drones are constructed using a T1 version of the hull/drone; for example you will always need 10 Rifters to build 10 Jaguars, never 9, even if your Jaguar blueprint is fully researched.


Time Efficiency Research

Time Efficiency (henceforth known as TE) research reduces the amount of time required to manufacture the item from the BPO. It can be seen that the faster you can build an item, and thus re-use your production slots for more items, the more profitable your business is likely to be. New BPOs bought from the market will have a TE of 0%, but you can often find BPO sellers in contracts or on the Sell Orders forum, that will sell you pre-researched BPOs (or BPCs) for your manufacturing business.

The current TE level of a blueprint can be seen by looking at the info on a blueprint, or by opening the Industry window and browsing your blueprints. Each time you perform TE research on a BPO, it will reduces the time required by 2%. You can do TE research 10 times in total, for a total reduction of -20% on manufacturing time required.


Research-info2.png
This BPO for a Nuclear S shell - small projectile ammunition - has been researched twice for Material Efficiency, for a -2% material requirement; and five times for Time Efficiency, for a -10% time requirement.


How long does research take?

ME and TE research both take the same time to perform. The base time for the first level of research can be seen in the information of a BPO.

Research-info.png

This is the time required to go from either ME or TE 0%, to -1% ME or -2% TE, which is one level of research. In this case, of the Archon capital ship, the first research level takes 5 hours 50 minutes (which would be reduced by your skills and/or POS facility bonus). Each further level of ME or TE takes exponentially longer to perform than the previous level.

ME and TE levels and research duration are counted separately.

All BPOs have a Rank (not visible in-game) which determines how long they take to research. T1 ammunition is Rank 1, and the duration for each level of research is shown here (before bonuses from skills or facilities):

Research Level Seconds Approximate Time
1 105 1m 45s
2 250 4m
3 595 10m
4 1,414 24m
5 3,360 56m
6 8,000 2hr
7 19,000 5hr
8 45,255 12hr
9 107,700 1 day
10 256,000 3 days
A Research Laboratory can be anchored in a POS, and gives a 30% reduction to both TE and ME research times. The Hyasyoda Research Laboratory, a faction variant, gives 35% time reductions. Researching in a POS represents a very significant time saver.

Carriers and Dreadnought BPOs are rank 200, giving them a time to research to ME or TE -1% of: 105 seconds x rank 200 = 21,000 seconds, or 5hr 50m. In general, the bigger or more expensive a thing is, the higher rank its BPO is, and the longer it takes to research. The example below is of a carrier, modified by skills and the bonus from a POS-based research laboratory.

Research time.png

Copying

Copying a blueprint original produces a number of a blueprint copies with a specific number of runs. For example, in the image below we have chosen a Blackbird BPO, requested 5 runs, and each resulting copy would have 10 runs. The final output would produce 5 BPCs with 10 runs each, from which you could build 50 total Blackbirds.

Copying.png

Once you have used up all the runs on a BPC, it is destroyed (you simply won't get it back after the last manufacturing run). You cannot research BPCs, so make sure your BPO is researched to the ME and TE levels you require before you copy it.

Different BPCs have a different maximum number of runs you can set. Ship BPCs for example can only be given 10 runs, whereas most modules and ammunition can have up to 600 runs. You can see the maximum runs per copy in the information of a BPO

Copy-info.png

How long does copying take?

As well as the maximum runs per copy, you can also see the base copy time - a.k.a. time per run - in the information of a BPO.

Copying of a BPO always takes 80% of the build time, on a per run basis. Note that this is before applying bonuses for skills and POS facilities - because manufacturing and copying have different skills & facilities (and teams) affecting their duration, your personal copy time may not be exactly 80% of your personal build time. Copy time is also NOT affected by the level of TE on the BPO. For example, small ammunition and drones, and basic modules, typically take 5 minutes to build, and thus will take 4 minutes to copy.

This base copy time is then multiplied by the number of runs and the runs per copy value. Or, in other words, the total duration of your copy job is the base copy time, times the number of items you could build with the output copies. For example, whether you want five 10-run copies or ten 5-run copies, the total copy time would be 50 times the base copy time.

A Design Laboratory can be anchored in a POS, and gives a 40% reduction to copy times. Copying in a POS represents a very significant time saver.

Why should I copy my BPOs?

  1. Security
    • Well-researched BPOs take a lot of time to produce, especially for the bigger ships such as capitals. Putting your BPO in a POS - for a facility reduction in materials and time - makes it vulnerable to attack. For this reason you can first copy the BPO, and then take only the BPC out to the POS for manufacturing, leaving your BPOs safely in station.
    • In-corp security can also be increased using BPCs. If you don't trust your corp mates with your BPOs, you can instead keep a personal copy line running and release frequent BPCs for corp usage.
  2. Invention
    • Creating a Tech 2 BPC can only be done using a Tech 1 BPC - not a BPO. This process is called invention, and requires a T1 BPC of the item you wish to invent (for example, if you want to invent a 425mm Autocannon II, you need a BPC for a 425 Autocannon I).
  3. Multiple manufacturing jobs
    • You can only run a single manufacturing job at a time from a BPO. Using the BPO to create multiple BPCs, and then manufacturing from those BPCs instead, can increase your productivity.
  4. Copying as a business
    • Selling well-researched BPCs, for other manufacturers to build from, can be a lucrative business in itself.


The previous version of this page, covering pre-Crius research, can be found here.